renderer: allow custom uv for surface no-blur passes

This commit is contained in:
Vaxry 2024-06-08 16:16:43 +02:00
parent 211353dc34
commit 3fb079a2a3

View file

@ -208,12 +208,12 @@ static void renderSurface(SP<CWLSurfaceResource> surface, int x, int y, void* da
if (RDATA->blur) if (RDATA->blur)
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha); g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha);
else else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding); g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding, false, true);
} else { } else {
if (RDATA->blur && RDATA->popup) if (RDATA->blur && RDATA->popup)
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, true, RDATA->fadeAlpha); g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, true, RDATA->fadeAlpha);
else else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding); g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding, false, true);
} }
if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) { if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) {